Rename cEntity swim states (#3996)
* Replace cEntity:m_IsSubmerged with m_IsHeadInWater * Replace cEntity:m_IsSwimming with m_IsInWater * Add API documentation for new symbols * Apply SetSwimState to all entities, not just mobs and players * Pickups now use IsOnFire to check if they are on fire before destruction Fixes #3987
This commit is contained in:
parent
44519225b2
commit
ad22922393
@ -3724,6 +3724,46 @@ local Hash = cCryptoHash.sha1HexString("DataToHash")
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},
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Notes = "Returns true if the entity is invisible",
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},
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IsInFire =
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{
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Returns =
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{
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{
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Type = "boolean",
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},
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},
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Notes = "Returns true if any part of the entity is in a fire block",
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},
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IsInLava =
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{
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Returns =
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{
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{
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Type = "boolean",
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},
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},
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Notes = "Returns true if any part of the entity is in a lava block",
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},
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IsInWater =
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{
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Returns =
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{
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{
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Type = "boolean",
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},
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},
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Notes = "Returns true if any part of the entity is in a water block",
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},
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IsHeadInWater =
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{
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Returns =
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{
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{
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Type = "boolean",
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},
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},
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Notes = "Returns true if the entity's head is in a water block",
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},
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IsItemFrame =
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{
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Returns =
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@ -3872,7 +3912,7 @@ local Hash = cCryptoHash.sha1HexString("DataToHash")
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Type = "boolean",
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},
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},
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Notes = "Returns true if the mob or player is submerged in water (head is in a water block). Note, this function is only updated with mobs or players.",
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Notes = "Returns true if the entity's head is in a water block <b>Currently deprecated in favour of IsHeadInWater()</b>",
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},
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IsSwimming =
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{
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@ -3882,7 +3922,7 @@ local Hash = cCryptoHash.sha1HexString("DataToHash")
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Type = "boolean",
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},
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},
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Notes = "Returns true if the mob or player is swimming in water (feet are in a water block). Note, this function is only updated with mobs or players.",
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Notes = "Returns true if any part of the entity is in a water block. Note, this function is only updated with mobs or players. <b>Currently deprecated in favour of IsInWater()</b>",
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},
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IsTicking =
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{
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@ -3954,6 +3954,56 @@ static int tolua_cCompositeChat_UnderlineUrls(lua_State * tolua_S)
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static int tolua_cEntity_IsSubmerged(lua_State * tolua_S)
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{
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// Check the params:
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cLuaState L(tolua_S);
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if (!L.CheckParamSelf("cEntity"))
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{
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return 0;
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}
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// Get the params:
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cEntity * self = nullptr;
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L.GetStackValue(1, self);
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// API function deprecated:
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LOGWARNING("cEntity:IsSubmerged() is deprecated. Use cEntity:IsHeadInWater() instead.");
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cLuaState::LogStackTrace(tolua_S);
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L.Push(self->IsHeadInWater());
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return 1;
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}
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static int tolua_cEntity_IsSwimming(lua_State * tolua_S)
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{
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// Check the params:
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cLuaState L(tolua_S);
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if (!L.CheckParamSelf("cEntity"))
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{
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return 0;
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}
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// Get the params:
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cEntity * self = nullptr;
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L.GetStackValue(1, self);
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// API function deprecated
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LOGWARNING("cEntity:IsSwimming() is deprecated. Use cEntity:IsInWater() instead.");
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cLuaState::LogStackTrace(tolua_S);
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L.Push(self->IsInWater());
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return 1;
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}
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static int tolua_cEntity_GetPosition(lua_State * tolua_S)
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{
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cLuaState L(tolua_S);
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@ -4073,6 +4123,8 @@ void cManualBindings::Bind(lua_State * tolua_S)
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tolua_beginmodule(tolua_S, "cEntity");
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tolua_constant(tolua_S, "INVALID_ID", cEntity::INVALID_ID);
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tolua_function(tolua_S, "IsSubmerged", tolua_cEntity_IsSubmerged);
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tolua_function(tolua_S, "IsSwimming", tolua_cEntity_IsSwimming);
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tolua_function(tolua_S, "GetPosition", tolua_cEntity_GetPosition);
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tolua_function(tolua_S, "GetSpeed", tolua_cEntity_GetSpeed);
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tolua_endmodule(tolua_S);
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@ -4238,7 +4290,3 @@ void cManualBindings::Bind(lua_State * tolua_S)
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tolua_endmodule(tolua_S);
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}
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@ -123,7 +123,7 @@ void cArrowEntity::OnHitEntity(cEntity & a_EntityHit, Vector3d a_HitPos)
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double KnockbackAmount = 11 + 10 * PunchLevel;
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a_EntityHit.TakeDamage(dtRangedAttack, GetCreatorUniqueID(), Damage, KnockbackAmount);
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if (IsOnFire() && !a_EntityHit.IsSubmerged() && !a_EntityHit.IsSwimming())
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if (IsOnFire() && !a_EntityHit.IsInWater())
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{
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a_EntityHit.StartBurning(100);
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}
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@ -218,7 +218,3 @@ void cArrowEntity::Tick(std::chrono::milliseconds a_Dt, cChunk & a_Chunk)
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}
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}
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}
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@ -54,8 +54,10 @@ cEntity::cEntity(eEntityType a_EntityType, double a_X, double a_Y, double a_Z, d
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m_TicksSinceLastFireDamage(0),
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m_TicksLeftBurning(0),
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m_TicksSinceLastVoidDamage(0),
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m_IsSwimming(false),
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m_IsSubmerged(false),
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m_IsInFire(false),
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m_IsInLava(false),
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m_IsInWater(false),
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m_IsHeadInWater(false),
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m_AirLevel(MAX_AIR_LEVEL),
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m_AirTickTimer(DROWNING_TICKS),
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m_TicksAlive(0),
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@ -477,11 +479,11 @@ bool cEntity::DoTakeDamage(TakeDamageInfo & a_TDI)
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{
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BurnTicks += 4 * (FireAspectLevel - 1);
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}
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if (!IsMob() && !IsSubmerged() && !IsSwimming())
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if (!IsMob() && !IsInWater())
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{
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StartBurning(BurnTicks * 20);
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}
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else if (IsMob() && !IsSubmerged() && !IsSwimming())
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else if (IsMob() && !IsInWater())
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{
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cMonster * Monster = reinterpret_cast<cMonster *>(this);
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switch (Monster->GetMobType())
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@ -831,6 +833,7 @@ void cEntity::Tick(std::chrono::milliseconds a_Dt, cChunk & a_Chunk)
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m_InvulnerableTicks--;
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}
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// Non-players are destroyed as soon as they fall out of the world:
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if ((GetPosY() < 0) && (!IsPlayer()))
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{
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Destroy();
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@ -848,11 +851,16 @@ void cEntity::Tick(std::chrono::milliseconds a_Dt, cChunk & a_Chunk)
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return;
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}
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// Position changed -> super::Tick() called
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// Position changed -> super::Tick() called:
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GET_AND_VERIFY_CURRENT_CHUNK(NextChunk, POSX_TOINT, POSZ_TOINT)
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// Set swim states (water, lava, and fire):
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SetSwimState(*NextChunk);
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// Handle catching on fire and burning:
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TickBurning(*NextChunk);
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// Damage players if they are in the void
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if (GetPosY() < VOID_BOUNDARY)
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{
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TickInVoid(*NextChunk);
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@ -862,6 +870,7 @@ void cEntity::Tick(std::chrono::milliseconds a_Dt, cChunk & a_Chunk)
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m_TicksSinceLastVoidDamage = 0;
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}
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// Handle cactus damage or destruction:
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if (
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IsMob() || IsPickup() || IsExpOrb() ||
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(IsPlayer() && !((reinterpret_cast<cPlayer *>(this))->IsGameModeCreative() || (reinterpret_cast<cPlayer *>(this))->IsGameModeSpectator()))
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@ -869,12 +878,10 @@ void cEntity::Tick(std::chrono::milliseconds a_Dt, cChunk & a_Chunk)
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{
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DetectCacti();
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}
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// Handle drowning:
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if (IsMob() || IsPlayer())
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{
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// Set swimming state
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SetSwimState(*NextChunk);
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// Handle drowning
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HandleAir();
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}
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@ -1192,60 +1199,13 @@ void cEntity::TickBurning(cChunk & a_Chunk)
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m_TicksLeftBurning--;
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}
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// Update the burning times, based on surroundings:
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int MinRelX = FloorC(GetPosX() - m_Width / 2) - a_Chunk.GetPosX() * cChunkDef::Width;
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int MaxRelX = FloorC(GetPosX() + m_Width / 2) - a_Chunk.GetPosX() * cChunkDef::Width;
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int MinRelZ = FloorC(GetPosZ() - m_Width / 2) - a_Chunk.GetPosZ() * cChunkDef::Width;
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int MaxRelZ = FloorC(GetPosZ() + m_Width / 2) - a_Chunk.GetPosZ() * cChunkDef::Width;
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int MinY = Clamp(POSY_TOINT, 0, cChunkDef::Height - 1);
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int MaxY = Clamp(FloorC(GetPosY() + m_Height), 0, cChunkDef::Height - 1);
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bool HasWater = false;
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bool HasLava = false;
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bool HasFire = false;
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for (int x = MinRelX; x <= MaxRelX; x++)
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{
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for (int z = MinRelZ; z <= MaxRelZ; z++)
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{
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int RelX = x;
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int RelZ = z;
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for (int y = MinY; y <= MaxY; y++)
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{
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BLOCKTYPE Block;
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a_Chunk.UnboundedRelGetBlockType(RelX, y, RelZ, Block);
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switch (Block)
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{
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case E_BLOCK_FIRE:
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{
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HasFire = true;
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break;
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}
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case E_BLOCK_LAVA:
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case E_BLOCK_STATIONARY_LAVA:
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{
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HasLava = true;
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break;
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}
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case E_BLOCK_STATIONARY_WATER:
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case E_BLOCK_WATER:
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{
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HasWater = true;
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break;
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}
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} // switch (BlockType)
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} // for y
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} // for z
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} // for x
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if (HasWater)
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if (IsInWater())
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{
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// Extinguish the fire
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m_TicksLeftBurning = 0;
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}
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if (HasLava)
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if (IsInLava())
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{
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// Burn:
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m_TicksLeftBurning = BURN_TICKS;
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@ -1266,7 +1226,7 @@ void cEntity::TickBurning(cChunk & a_Chunk)
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m_TicksSinceLastLavaDamage = 0;
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}
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if (HasFire)
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if (IsInFire())
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{
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// Burn:
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m_TicksLeftBurning = BURN_TICKS;
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@ -1275,7 +1235,7 @@ void cEntity::TickBurning(cChunk & a_Chunk)
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m_TicksSinceLastFireDamage++;
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if (m_TicksSinceLastFireDamage >= FIRE_TICKS_PER_DAMAGE)
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{
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if (!IsFireproof() && !HasLava)
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if (!IsFireproof() && !IsInLava())
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{
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TakeDamage(dtFireContact, nullptr, FIRE_DAMAGE, 0);
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}
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@ -1644,37 +1604,70 @@ bool cEntity::MoveToWorld(const AString & a_WorldName, bool a_ShouldSendRespawn)
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void cEntity::SetSwimState(cChunk & a_Chunk)
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{
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m_IsInFire = false;
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m_IsInLava = false;
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m_IsInWater = false;
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m_IsHeadInWater = false;
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int RelY = FloorC(GetPosY() + 0.1);
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int HeadRelY = CeilC(GetPosY() + GetHeight()) - 1;
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ASSERT(RelY <= HeadRelY);
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if ((RelY < 0) || (HeadRelY >= cChunkDef::Height))
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{
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m_IsSwimming = false;
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m_IsSubmerged = false;
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return;
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}
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BLOCKTYPE BlockIn;
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int MinRelX = FloorC(GetPosX() - m_Width / 2) - a_Chunk.GetPosX() * cChunkDef::Width;
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int MaxRelX = FloorC(GetPosX() + m_Width / 2) - a_Chunk.GetPosX() * cChunkDef::Width;
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int MinRelZ = FloorC(GetPosZ() - m_Width / 2) - a_Chunk.GetPosZ() * cChunkDef::Width;
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int MaxRelZ = FloorC(GetPosZ() + m_Width / 2) - a_Chunk.GetPosZ() * cChunkDef::Width;
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int MinY = Clamp(POSY_TOINT, 0, cChunkDef::Height - 1);
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int MaxY = Clamp(FloorC(GetPosY() + m_Height), 0, cChunkDef::Height - 1);
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for (int x = MinRelX; x <= MaxRelX; x++)
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{
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for (int z = MinRelZ; z <= MaxRelZ; z++)
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{
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for (int y = MinY; y <= MaxY; y++)
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{
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BLOCKTYPE Block;
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if (!a_Chunk.UnboundedRelGetBlockType(x, y, z, Block))
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{
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LOGD("SetSwimState failure: RelX = %d, RelY = %d, RelZ = %d, Pos = %.02f, %.02f}",
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x, y, z, GetPosX(), GetPosZ()
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);
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continue;
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}
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if (Block == E_BLOCK_FIRE)
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{
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m_IsInFire = true;
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}
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else if (IsBlockLava(Block))
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{
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m_IsInLava = true;
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}
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else if (IsBlockWater(Block))
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{
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m_IsInWater = true;
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}
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} // for y
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} // for z
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} // for x
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// Check if the entity's head is in water.
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int RelX = POSX_TOINT - a_Chunk.GetPosX() * cChunkDef::Width;
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int RelZ = POSZ_TOINT - a_Chunk.GetPosZ() * cChunkDef::Width;
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// Check if the player is swimming:
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if (!a_Chunk.UnboundedRelGetBlockType(RelX, RelY, RelZ, BlockIn))
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int HeadHeight = CeilC(GetPosY() + GetHeight()) - 1;
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BLOCKTYPE BlockIn;
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if (!a_Chunk.UnboundedRelGetBlockType(RelX, HeadHeight, RelZ, BlockIn))
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{
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// This sometimes happens on Linux machines
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// Ref.: https://forum.cuberite.org/thread-1244.html
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LOGD("SetSwimState failure: RelX = %d, RelZ = %d, Pos = %.02f, %.02f}",
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RelX, RelY, GetPosX(), GetPosZ()
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LOGD("SetSwimState failure: RelX = %d, RelY = %d, RelZ = %d, Pos = %.02f, %.02f}",
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RelX, HeadHeight, RelZ, GetPosX(), GetPosZ()
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);
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m_IsSwimming = false;
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m_IsSubmerged = false;
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return;
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}
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m_IsSwimming = IsBlockWater(BlockIn);
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// Check if the player is submerged:
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VERIFY(a_Chunk.UnboundedRelGetBlockType(RelX, HeadRelY, RelZ, BlockIn));
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m_IsSubmerged = IsBlockWater(BlockIn);
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m_IsHeadInWater = IsBlockWater(BlockIn);
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}
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@ -1710,7 +1703,7 @@ void cEntity::HandleAir(void)
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int RespirationLevel = static_cast<int>(GetEquippedHelmet().m_Enchantments.GetLevel(cEnchantments::enchRespiration));
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if (IsSubmerged())
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if (IsHeadInWater())
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{
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if (!IsPlayer()) // Players control themselves
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{
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@ -481,11 +481,17 @@ public:
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virtual bool IsRclking (void) const {return false; }
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virtual bool IsInvisible(void) const { return false; }
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/** Returns whether the player is swimming or not */
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virtual bool IsSwimming(void) const{ return m_IsSwimming; }
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/** Returns true if any part of the entity is in a fire block */
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virtual bool IsInFire(void) const { return m_IsInFire; }
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/** Return whether the player is under water or not */
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virtual bool IsSubmerged(void) const{ return m_IsSubmerged; }
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/** Returns true if any part of the entity is in a lava block */
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virtual bool IsInLava(void) const { return m_IsInLava; }
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/** Returns true if any part of the entity is in a water block */
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virtual bool IsInWater(void) const { return m_IsInWater; }
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/** Returns true if any part of the entity is in a water block */
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virtual bool IsHeadInWater(void) const { return m_IsHeadInWater; }
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/** Gets remaining air of a monster */
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int GetAirLevel(void) const { return m_AirLevel; }
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@ -619,8 +625,17 @@ protected:
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/** Time, in ticks, since the last damage dealt by the void. Reset to zero when moving out of the void. */
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int m_TicksSinceLastVoidDamage;
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/** If an entity is currently swimming in or submerged under water */
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bool m_IsSwimming, m_IsSubmerged;
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/** If any part of the entity is in a fire block */
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bool m_IsInFire;
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/** If any part of the entity is in a lava block */
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bool m_IsInLava;
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/** If any part of the entity is in a water block */
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bool m_IsInWater;
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/** If the entity's head is in a water block */
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bool m_IsHeadInWater;
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/** Air level of a mobile */
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int m_AirLevel;
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@ -647,7 +662,8 @@ protected:
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/** Called in each tick to handle air-related processing i.e. drowning */
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virtual void HandleAir(void);
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/** Called once per tick to set IsSwimming and IsSubmerged */
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/** Called once per tick to set m_IsInFire, m_IsInLava, m_IsInWater and
|
||||
m_IsHeadInWater */
|
||||
virtual void SetSwimState(cChunk & a_Chunk);
|
||||
|
||||
private:
|
||||
@ -693,7 +709,3 @@ private:
|
||||
cMonsterList m_LeashedMobs;
|
||||
|
||||
} ; // tolua_export
|
||||
|
||||
|
||||
|
||||
|
||||
|
@ -156,7 +156,7 @@ bool cPawn::IsInvisible() const
|
||||
|
||||
void cPawn::HandleAir(void)
|
||||
{
|
||||
if (IsSubmerged() && HasEntityEffect(cEntityEffect::effWaterBreathing))
|
||||
if (IsHeadInWater() && HasEntityEffect(cEntityEffect::effWaterBreathing))
|
||||
{
|
||||
// Prevent the oxygen from decreasing
|
||||
return;
|
||||
@ -486,6 +486,3 @@ cEntityEffect * cPawn::GetEntityEffect(cEntityEffect::eType a_EffectType)
|
||||
auto itr = m_EntityEffects.find(a_EffectType);
|
||||
return (itr != m_EntityEffects.end()) ? itr->second.get() : nullptr;
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
@ -147,17 +147,8 @@ void cPickup::Tick(std::chrono::milliseconds a_Dt, cChunk & a_Chunk)
|
||||
// Position might have changed due to physics. So we have to make sure we have the correct chunk.
|
||||
GET_AND_VERIFY_CURRENT_CHUNK(CurrentChunk, BlockX, BlockZ)
|
||||
|
||||
int RelBlockX = BlockX - (CurrentChunk->GetPosX() * cChunkDef::Width);
|
||||
int RelBlockZ = BlockZ - (CurrentChunk->GetPosZ() * cChunkDef::Width);
|
||||
|
||||
// If the pickup is on the bottommost block position, make it think the void is made of air: (#131)
|
||||
BLOCKTYPE BlockBelow = (BlockY > 0) ? CurrentChunk->GetBlock(RelBlockX, BlockY - 1, RelBlockZ) : E_BLOCK_AIR;
|
||||
BLOCKTYPE BlockIn = CurrentChunk->GetBlock(RelBlockX, BlockY, RelBlockZ);
|
||||
|
||||
if (
|
||||
IsBlockLava(BlockBelow) || (BlockBelow == E_BLOCK_FIRE) ||
|
||||
IsBlockLava(BlockIn) || (BlockIn == E_BLOCK_FIRE)
|
||||
)
|
||||
// Destroy the pickup if it is on fire:
|
||||
if (IsOnFire())
|
||||
{
|
||||
m_bCollected = true;
|
||||
m_Timer = std::chrono::milliseconds(0); // We have to reset the timer.
|
||||
@ -261,7 +252,3 @@ bool cPickup::CollectedBy(cPlayer & a_Dest)
|
||||
// LOG("Pickup %d cannot be collected by \"%s\", because there's no space in the inventory.", a_Dest->GetName().c_str(), m_UniqueID);
|
||||
return false;
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
@ -92,9 +92,6 @@ cPlayer::cPlayer(cClientHandlePtr a_Client, const AString & a_PlayerName) :
|
||||
{
|
||||
ASSERT(a_PlayerName.length() <= 16); // Otherwise this player could crash many clients...
|
||||
|
||||
m_IsSwimming = false;
|
||||
m_IsSubmerged = false;
|
||||
|
||||
m_InventoryWindow = new cInventoryWindow(*this);
|
||||
m_CurrentWindow = m_InventoryWindow;
|
||||
m_InventoryWindow->OpenedByPlayer(*this);
|
||||
@ -2503,12 +2500,7 @@ void cPlayer::UpdateMovementStats(const Vector3d & a_DeltaPos, bool a_PreviousIs
|
||||
m_Stats.AddValue(statDistClimbed, FloorC<StatValue>(a_DeltaPos.y * 100 + 0.5));
|
||||
}
|
||||
}
|
||||
else if (IsSubmerged())
|
||||
{
|
||||
m_Stats.AddValue(statDistDove, Value);
|
||||
AddFoodExhaustion(0.00015 * static_cast<double>(Value));
|
||||
}
|
||||
else if (IsSwimming())
|
||||
else if (IsInWater())
|
||||
{
|
||||
m_Stats.AddValue(statDistSwum, Value);
|
||||
AddFoodExhaustion(0.00015 * static_cast<double>(Value));
|
||||
|
@ -193,10 +193,10 @@ void cEnderman::Tick(std::chrono::milliseconds a_Dt, cChunk & a_Chunk)
|
||||
return;
|
||||
}
|
||||
|
||||
// Take damage when touching water, drowning damage seems to be most appropriate
|
||||
// Take damage when wet, drowning damage seems to be most appropriate
|
||||
if (
|
||||
cChunkDef::IsValidHeight(POSY_TOINT) &&
|
||||
(GetWorld()->IsWeatherWetAtXYZ(GetPosition().Floor()) || IsSwimming())
|
||||
(GetWorld()->IsWeatherWetAtXYZ(GetPosition().Floor()) || IsInWater())
|
||||
)
|
||||
{
|
||||
EventLosePlayer();
|
||||
|
@ -194,7 +194,7 @@ void cMonster::MoveToWayPoint(cChunk & a_Chunk)
|
||||
{
|
||||
if (
|
||||
(IsOnGround() && (GetSpeed().SqrLength() <= 0.5)) || // If walking on the ground, we need to slow down first, otherwise we miss the jump
|
||||
IsSwimming()
|
||||
IsInWater()
|
||||
)
|
||||
{
|
||||
m_bOnGround = false;
|
||||
@ -221,7 +221,7 @@ void cMonster::MoveToWayPoint(cChunk & a_Chunk)
|
||||
{
|
||||
Distance *= 2.5f;
|
||||
}
|
||||
else if (IsSwimming())
|
||||
else if (IsInWater())
|
||||
{
|
||||
Distance *= 1.3f;
|
||||
}
|
||||
|
@ -47,7 +47,7 @@ void cSquid::Tick(std::chrono::milliseconds a_Dt, cChunk & a_Chunk)
|
||||
return;
|
||||
}
|
||||
|
||||
if (!IsSubmerged())
|
||||
if (!IsHeadInWater())
|
||||
{
|
||||
if (m_AirLevel <= 0)
|
||||
{
|
||||
@ -79,6 +79,3 @@ void cSquid::Tick(std::chrono::milliseconds a_Dt, cChunk & a_Chunk)
|
||||
|
||||
super::Tick(a_Dt, a_Chunk);
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user